SamuKata
indoorminotaur
indoorminotaur

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New Alpha & Weekly Release: v0.163!

WELCOME, one & all, to the last alpha release before launch (most likely)! Alpha releases will probably still continue after launch for a while to get people trying out bonus content, but in a different form; for instance, it might be like a build you have to opt into via Steam.

A lot of nice little things have been added or improved since the last alpha release to be sure, but since just last week, we have entered what I am calling the Fun Zone, where bug reports have more or less stopped coming in, content is essentially wrapped up, and I am just adding fun bonus content while I wait for assets.

The Fun Zone will continue for the next couple of weeks, along with lots of quality assurance, as I prepare for a hopeful March release.

Somewhere between now and then, I'll also have to figure a lot of things out, like how to launch a game(?) & whether it's going to launch with achievements or whether I should implement those later (or if it's even possible). There's also a chance implementing achievements could break save files, so we'll have to wait and see.

There is a lot of work to do if I am going to launch on time, and I'm sort of in denial about it all at the moment! Anyway, this alpha will be going up as the pre-release build on Steam after the weekend and as long as no bugs are found before then, so expect to see the store page some time next week. It's actually already finished, just waiting on the package before it can go live.

Exciting stuff! The best way to keep your finger on the pulse of all these goings-on is probably to join the Discord or follow along on Twitter.

Until then!

Weekly Release
Alpha Release 

Version 0.163 - 1-29-2021

New Alpha & Weekly Release: v0.163!

Comments

With how RPG Maker handles things like switches and conditionals, making simple "feature toggles" is almost never an option. What it essentially requires is having two co-existing versions of every event side-by-side so that it can switch between, like train tracks. That's not to say accessibility isn't something I've thought about, but it's actually an easier solution to split the builds completely, especially with consideration for how combat QTEs would be handled. In order for that not to double my workload each week, however, it’s going to have to wait until the game is totally feature-complete.

So i know i've spoken a bit already and i don't want to just keep laying on suggestions at this point in development but could i implore you to consider an easy mode for the fishing. I know i'm not alone in my condition so i'm not just speaking for myself but because of the medication i am on, i really struggle with quick time events. The need to transfer information quickly from my eyes to my fingers means i flop my fishing attempts about half the time, either i press the wrong button or i take too long to input them. It's very disappointing and so far fishing has appeared to be a non-minor part of the game. I think you could go for more time to input the keys but i would instead argue for simply having less of them, inputting 6 keys is less confusing for my brain than taking 20 seconds to input 12 of them. This would simply be an accessibility option and could be enabled/disabled in the menu.

Malidica

Thanks u

kiddeath133 .


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